UI Anchor | Defines a transform to anchor any UI elements to. |
Fix UI Position | Fixes the position of any UI elements, does not attempt to avoid collisions or move for better viewability. |
Fix UI Rotation | Disables any “Billboard” UI elements and fixes the rotation of any UI elements. Useful for anchoring elements on walls. |
Parent Objects | Define any objects that act as parents of this object. By default uses all World Object Behaviours in the parent hierarchy. |
Interactible Object | If set, defines which Game Object in the hierarchy represents the interactible object (receives events, clicks, etc.). |
Highlight Object | If set, defines which Game Object in the hierarchy receives highlights through the Highlight Manager. |
Animation Target | If set, defines which Game Object in the hierarchy receives animations from the Effect Manager. |
Interactible Colliders | If set, defines which Colliders in the hierarchy are interactible. Useful for breaking apart World Objects in a complex hierarchy like a machine. |
Highlight Renderers | If set, defines which Renderers are used for highlights. |
Is Disposable | Can this object be “disposed” by a user? E.g., thrown into a garbage can with a World Object Disposal script. This will temporarily disable the object until the scenario resets. |
Reset Transform On Script Reset | Resets this objects transform and parent when the Script Manager resets. |
WorldObjectBehaviour is the root type of any object tracked by World Object Manager. These objects can be controlled and monitored with StoryFlow. MotiveSceneObject derives from WorldObjectBehaviour. WorldObjectBehaviour is also added to any item spawned dynamically if it does not already have a WorldObjectBehaviour attached.
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